Video reviews from itch.io & GameJolt

Today (December 20, 2017), the game reached near 100.000 visits and near 45.000 downloads, with a 4/5 avg. rate and featured on cover pages, on itch.io and Game Jolt marketplaces, in 60 days (near of 60.000 visits and 30.000 downloads between March and early May of 2017).

The game received a lot of feedback in the comments, and some users made video reviews with gameplays. This is a Youtube list with near 80 videos collected from user comments and Twitter searches:

Description

Backend programmer in Virtual Toys, for the Pirates: Treasure Hunter project, a Free-To-Play Action-MOBA game for South Korea (Netmarble) and China (NetEase) markets, and PlayStation 4 and Steam for occident markets (Europe and America). Our tasks consist in maintain and develop new features on the backend and maintain the development and production environments.

Update (16 november, 2016): The game is no longer available in Steam and PS4 Store. Virtual Toys closed in August 2016, because of an ERE. For this reason, the servers were closed in September 2016, and the game was shutdown and removed from the online stores. More information (spanish only) in the following links:

Description

A 2.5D Cinematic Action-Platformer. This project is born as a result of a bet between friends. Since 2010, I have been doing small tests with Unity3D, but no project or prototype. This project has helped me to try to learn the basics of the engine and gain some experience for future projects.

The prototype implement a functional character player with some of basic states, with functional weapon. The development focused mainly on the player's implementation and the visual style for future game levels (mainly lighting tests and retro look & feel). The project uses free assets, include part of the Angry Bots demo assets from Unity3D 4.

This project was cancelled due to several technical problems with 3D assets (old assets from Unity3D 3 and 4 versions, not compatible with new material system in Unity3D 5) and other related problems.

Full prototype level gameplay

Current state

In September 2016, try a new approach to the concept of the game, using new assets, compatible with Unity3D 5. This is a capture of a prototype with the new material of the project, trying to recreate a control similar to that of games like Shadow Complex:

At present (January 2017) the project is based on the original concept discarded, more typical of games of the 90's like Another World or Flashback:

State of the project in January 9, 2017, some tests focused on player basic mechanics (run, walk, jump, fall, landing, climbing...). Implementing own character controller and FSM system (without PlayMaker).

Credits

Eduardo Millan - SiPoXProducer, Game Designer, Level Designer

José Zanni - JosepzinGraphic Designer

José Miguel Sánchez Fernández - [EX3]Game Programmer

Description

A project for the Game Jam in GameDev area of Campus Party España 2011. A game inspired in the classic Lemming. The game was programmed with TLSA.Engine, a new version of my old game engine in Visual Basic 6.0 and dx_lib32 (an own game framework). This version is based in .NET, C# and XNA.

The restrictions of the Game Jam were: octopus, teleports and randomness.

Description

2D graphic engine multilayer sprite based, implement a control point map to manage easily multiple textures and transformations in a group object (to create complex animations, based in multiple pieces, with independent sprite animations), simple camera (with support to define multiple scene cameras, to switch between them easily).

2D audio engine, with support for basic effects and spatial system to simulate distances and position listenings.

Simple game input engine, bases on actions, which can define multiple input (keyboard, mouse and joysticks or gamepads), with Force Feedback support and XInput support for XBox 360 Gamepad.

Input editor to create profiles input files, with define actions and her input controls, to import in the game engine easily.

The first versions of the engine development are from 2005 and 2006. The last version, reprogrammed from zero, started development during the summer of 2009, and during until the last built, in summer of 2010.

This game engine is not finished, because the complexity to develop a project as this in Visual Basic 6.0. The game engine was used in few projects, mostly a prototypes.

Description

A project for the Game Jam in GameDev area of Campus Party España 2008. This an Arkanoid game with altered mechanic: the pad/player float on water. The water level goes up every few seconds. The player dies if reach the block level or the ball touch the water.

The game defines her levels with small bitmaps images of 12x12 pixels, where the color pixel defines the type of block.

The restrictions in this Game Jam were: water, puzzles and comic style.

Description

Game framework or API (or also wrapper) that enable to access the power of DirectX APIs to Visual Basic 6.0 developers. A simple framework composed of 5 specialised classes: a graphics class, an audio playback class, a game input device manager class, a video playback class and a helper class with a set of functions to cover multiple needs.

It's compiled as an ActiveX DLL, with a minimum dependency libraries (the Visual Basic 6.0 runtime, the ActiveX library to connect with the DirectX 8.1 API, and the OGG Vorbis libraries), included in the setup, and it's compatible with any version of Windows, from Windows 98 to the current Windows 10 (desktop version only) and future Windows with Win32 and DirectX 8.1 support (today, it's working properly on Windows 10).

The project started development in early 2001, under DirectX 7 API (changed to DirectX 8.1 in 2002). The first functional version was released in 2004, with only a set of program samples as documentation reference and a forum to consult doubts. The second version was released in early 2006, with a full set of program samples, in Visual Basic 6.0 and .NET formats, and with a full API reference documentation in Windows Helper format. The final version, after several bugs fixed and new functionalities, was released as open source project in GitHub in middle of 2012.

Details

Description

A small map for the classic Counter Strike (currently Counter Strike 1.6) composed with multiple usable spaces and differents routes to connect the two main areas.

This map was designed in 2001 and it's builded using an old version of Valve Hammer Editor, then known as WorldCraft Editor, included with any copy of Half-Life or expansions like Opposing Force and Blue Shift. This editor version doesn't has any advantage functionality like realtime rendering or precalculated lights, common functionalities in modern level editors or the current version of Valve Hammer Editor.

The map included waypoints for the old version 1.4 of POD-Bots, one of the various choices of the moment to get bots to play versus the CPU in Counter Strike. The video show the bots in action. In order to make the bot able to navigate the map, is necessary to set behaviour points to configure actions or define paths (the bot system includes an user friendly editor in game time for this task).

The map is available for download and it's fully compatible with Counter Strike 1.6 (the waypoint file is not included because of being incompatible with current versions of POD-Bots).

Extra

Also experimented other ideas for bigger maps than CS_Parcela, inclusive a map for the Half-Life: Oppossing Force expansion (and had the intention of creating campaing levels, for a single player mode). This gallery below show sections of these prototype maps.

Details

Description

Point & click graphic adventure game. Attempt to improve the concept implemented in the previous game, TLSA: The Light Star Adventure. This time, the game had the ability to display larger scenaries, the player could move with the mouse, making a side-scrolling movement, like a 180 º view.

This time, the elements of the game, like the characters, already had basic animations and sound effects. The game development is unfinished, due to the complexity of developing in Visual Basic 6.0 Windows Forms and User Controls system. The result is an advanced prototype of the concept designed, a little achievement.

The graphics are own made ​​freehand with mouse in Microsoft Paint. The sounds are a mixed of samples from other comercial games.

Details

Description

A small campaign levels for Lode Runner: The Legend Return game. Is an experiment that intended to create a platformer adventure using the mechanics of the original game, to create a game play experience, and the different level themes for create a variety of sceneries.